Description
I’jin’s Shrine is a flat-roofed stone ruin dedicated to the trickster god I’jin, who is represented by an almiraj. The entrance features cracked monoliths flanking stone doors, with saw-edged ferns growing between broken flagstones in the courtyard.
Significance
The shrine contains one of the nine puzzle cubes required to gain entry to the Tomb of the Nine Gods, making it a critical location for the adventure.
10B. Puzzle Floor
The main challenge within the shrine is a trapped hallway featuring a puzzle floor that tests careful observation and memory.
Layout
A 10-foot-wide, 20-foot-long hallway contains thirty-two carved tiles (5 feet square each) arranged in eight rows of four. Each tile depicts one of eight different beasts: almiraj, dragonflies, eagles, giraffes, monkeys, tigers, warthogs, and zebras.
Puzzle Mechanic
To cross safely, characters must avoid stepping on the same animal depiction more than once. If more than 20 pounds of pressure is exerted on a repeated tile, the trap triggers.
Poison Dart Trap
Trigger: Stepping on the same animal tile twice
Effect: Four poison darts shoot from wall holes, each making a ranged weapon attack (+5 to hit) against a random target within 10 feet of the triggering tile
Damage: 2 (1d4) piercing damage per dart, plus 7 (2d6) poison damage (DC 15 Constitution save for half)
Detection: DC 13 Wisdom (Perception) to spot the dart holes
Disabling: Holes can be stuffed with cloth or wax to prevent dart launching
Bypass Methods
- Flying or teleporting across the hallway
- Using spider climb spells to traverse walls or ceiling
- Walls are too smooth for normal climbing
Almiraj Tile Benefit
The almiraj tiles (honoring the shrine’s patron deity) emit an aura of abjuration magic detectable by detect magic. A creature stepping on an almiraj tile gains 2d10 temporary hit points. Each tile can grant this benefit once, recharging at dawn. Casting dispel magic on a tile also resets it.